feat(rng-seam): IRandomSource interface + RandomSourceBridge arithmetic
Adds the RNG seam skeleton (Task 1 of M12): IRandomSource (NextUnit/NextSelf) and RandomSourceBridge.Range mirroring BattleManagerBase.StableRandom exactly (`(int)Math.Floor(val * unit)`). RngSeamTests pins the floor arithmetic (1 test, passing). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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SVSim.BattleEngine/Rng/IRandomSource.cs
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SVSim.BattleEngine/Rng/IRandomSource.cs
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namespace SVSim.BattleEngine.Rng
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{
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// The battle RNG seam. The headless authoritative mgr (HeadlessBattleMgr) routes the engine's
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// StableRandom* calls through this instead of the IsForecast-gated System.Random fields, so the
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// server rolls real outcomes (decoupling F2) and tests can replay a known sequence.
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public interface IRandomSource
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{
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// Synced stream, [0,1). Drives StableRandom (via RandomSourceBridge.Range) and StableRandomDouble.
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double NextUnit();
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// Self-only stream, [0,max). Mirrors StableRandomOnlySelf (engine: _stableRandomOnlySelf.Next(val)).
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int NextSelf(int max);
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}
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}
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SVSim.BattleEngine/Rng/RandomSourceBridge.cs
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SVSim.BattleEngine/Rng/RandomSourceBridge.cs
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using System;
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namespace SVSim.BattleEngine.Rng
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{
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// The ONE place engine roll-logic is re-authored (the virtual-override seam restates it rather than
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// body-patching the Engine file). Isolated here so it is unit-testable and pinned to the verbatim
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// engine by the parity test (RngSeamTests.SeededSource_matches_engine_generator / Task 5). Mirrors
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// BattleManagerBase.StableRandom: `(int)Math.Floor((double)val * unit)`.
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public static class RandomSourceBridge
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{
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public static int Range(int val, double unit) => (int)Math.Floor((double)val * unit);
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}
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}
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